extends Node3D # ═══════════════════════════════════════════════════════════════ # HEX-DIAMANT-INSEL — Blockout # Krone (begehbar): flaches 6-Eck-Tisch + 6 Trapez-Facetten zur Rundiste # Pavillon (rein optisch): steile 6-seitige Pyramide unter der Rundiste # ═══════════════════════════════════════════════════════════════ @export var table_radius : float = 80.0 # flaches Sechseck in der Mitte @export var girdle_radius : float = 260.0 # äußerer Sechseck-Rand (Rundiste) @export var crown_drop : float = 30.0 # Höhenabfall Tisch -> Rundiste @export var pavilion_depth : float = 190.0 # Höhenabfall Rundiste -> Spitze @export var angle_offset_deg: float = 0.0 const COLOR_TABLE := Color(0.75, 0.74, 0.70) const COLOR_FACET_A := Color(0.55, 0.55, 0.48) const COLOR_FACET_B := Color(0.49, 0.49, 0.43) const COLOR_PAVILION := Color(0.30, 0.28, 0.26) func _ready() -> void: _build_crown() _build_pavilion() func _hex_angle(k: int) -> float: return deg_to_rad(angle_offset_deg) + float(k) / 6.0 * TAU func _add_tri(st: SurfaceTool, a: Vector3, b: Vector3, c: Vector3, col: Color) -> void: var n := (b - a).cross(c - a).normalized() for v in [a, b, c]: st.set_normal(n) st.set_color(col) st.add_vertex(v) # ═══════════════════════════════════════════════ # KRONE — Tisch + 6 Facetten (begehbar, mit Kollision) # ═══════════════════════════════════════════════ func _build_crown() -> void: var st := SurfaceTool.new() st.begin(Mesh.PRIMITIVE_TRIANGLES) var center := Vector3.ZERO var table_pts : Array[Vector3] = [] var girdle_pts : Array[Vector3] = [] for k in range(6): var a := _hex_angle(k) table_pts.append(Vector3(cos(a) * table_radius, 0.0, sin(a) * table_radius)) girdle_pts.append(Vector3(cos(a) * girdle_radius, -crown_drop, sin(a) * girdle_radius)) # Tisch-Fan (Zentrum-Region) for k in range(6): var k1 := (k + 1) % 6 _add_tri(st, center, table_pts[k1], table_pts[k], COLOR_TABLE) # 6 Facetten (Außenregionen), abwechselnd eingefärbt für sichtbare Nähte for k in range(6): var k1 := (k + 1) % 6 var col := COLOR_FACET_A if k % 2 == 0 else COLOR_FACET_B _add_tri(st, table_pts[k], table_pts[k1], girdle_pts[k], col) _add_tri(st, table_pts[k1], girdle_pts[k1], girdle_pts[k], col) var mesh := st.commit() var mat := StandardMaterial3D.new() mat.vertex_color_use_as_albedo = true mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED mat.cull_mode = BaseMaterial3D.CULL_DISABLED mesh.surface_set_material(0, mat) var body := StaticBody3D.new() body.name = "Crown" var mi := MeshInstance3D.new() mi.mesh = mesh body.add_child(mi) var cs := CollisionShape3D.new() cs.shape = mesh.create_trimesh_shape() body.add_child(cs) add_child(body) # ═══════════════════════════════════════════════ # PAVILLON — Pyramide unter der Rundiste (rein optisch) # ═══════════════════════════════════════════════ func _build_pavilion() -> void: var st := SurfaceTool.new() st.begin(Mesh.PRIMITIVE_TRIANGLES) var apex := Vector3(0, -crown_drop - pavilion_depth, 0) var girdle_pts: Array[Vector3] = [] for k in range(6): var a := _hex_angle(k) girdle_pts.append(Vector3(cos(a) * girdle_radius, -crown_drop, sin(a) * girdle_radius)) for k in range(6): var k1 := (k + 1) % 6 _add_tri(st, girdle_pts[k], girdle_pts[k1], apex, COLOR_PAVILION) var mesh := st.commit() var mat := StandardMaterial3D.new() mat.vertex_color_use_as_albedo = true mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED mat.cull_mode = BaseMaterial3D.CULL_DISABLED mesh.surface_set_material(0, mat) var mi := MeshInstance3D.new() mi.name = "Pavilion" mi.mesh = mesh add_child(mi)